Dominus Classes and Abilities Guide



Dominus Classes and Abilities Guide by matte

I started lurking around the forums as a newcomer last night, and was quickly stumped at the class descriptions. Plenty of ability icons and texts alluding to their strengths/weaknesses, but no concrete information on what the abilities/classes actually do. I quickly found out a lot of extra info by reading forum threads and interviews, and decided to compile it as I went along, to help other newcomers that are interested.

Only information which has been confirmed (it may be subject to change) will be included. I won’t include anything already mentioned under the classes tab on the frontpage, and generic mirrored skills will be repeated. “Veterans” please feel free to correct/add if I missed something.

First off is Biofuse & Override, as every class gets it:

“So, Biofuse is sort of viable as a heal… but it uses your personal energy. Energy you might also want for your shield or your jetpack. Actual healing classes don’t face that limitation. Now, it uses LESS energy the more points you have in it. But it still uses energy. And seriously, you can only max out six of your fifteen skills. Someone who chooses to max out biofuse instead of crowd control? Or the crowd control mitigation?

That’s a stunt spec, not a serious threat to the healer archetype. Also, a maxed Biofuse just isn’t that awesome in a group compared to the healing archetype. The reason Biofuse exists is because we’ve all played games where you couldn’t DO anything because you couldn’t find a healer. Lame. Not fun. We’re trying to make a game where even if (insert class) doesn’t happen to be around, you can still go do stuff with whatever group you can put together. But in a PVP raid, I’d rather have one healer than six people with a stunt spec carefully coordinating Biofuse usage.

A medic who specs damage will do quite a bit of damage, and probably shock the pants off of anyone expecting him to be squishy. But no, he won’t have the same total capacity for asskicking as a straight damage class.”

Override is an ability to break crowd control.

RodonBerzerker

Revenge:
“Berserkers can break through a combat line with enough HP to survive the experience to clear a way for other players. (They have
an ability called Revenge that makes them act as a suicide bomber.)”

Devastator

“Philosophically? Devastators are definitely front line guys. Commandos are more perimeter guys – guards. Reks almost function as a scout type,
people who might be very comfortable soloing. But as with all our classes, there is a wide range within those types. You could definitely make a
gungho Rek, or a rear echelon Devastator.”

Kiting with continuuous snares/traps is not intended to be a viable strategy

Hunter-Killer

Stealth:
Early level cloaking at its earliest level is not that impressive. Long re-use timer (currently one minute), and a 50% movement penalty. At the
highest level, the timer is way short (still messing with it, but single digit seconds) and there’s no movement penalty.

Cloaking follows a set of conditions determined by a trigger. If you enter combat cloaked, the target will need to be incapacitated (other
conditions not mentioned) before recloaking. If you enter combat uncloaked, you may use cloak as an escape mechanism.

Flashbang:
Stuns target

Primalist

Heals start off as single target, and progress to group heals and the like, if more points are allocated.

Primalists are at this time (8/10/2011) much more damage oriented than heal oriented.The current plan is basically that the other healers are
better at healing, but only the Primalist can recycle people fast and well.

Battle resuscitate:
Battle rez. At max, the ability can bring back a group

Hybrid
Reaver

No specific info for these two.

Human

Enforcer

Crushing blow:
If specced, makes them a really good bodyguard for someone healing.

Commando

“Philosophically? Devastators are definitely front line guys. Commandos are more perimeter guys – guards. Reks almost function as a scout type,
people who might be very comfortable soloing. But as with all our classes, there is a wide range within those types. You could definitely make a
gungho Rek, or a rear echelon Devastator.”

Kiting with continuuous snares/traps is not intended to be a viable strategy.

Drunken missiles:
“It’s really just a nuke, but it LOOKS cool as hell. You have to have one of the larger weapons to fire it off. You shoot, a bunch of little
rockets come out and sidewinder their way over the battlefield until they home in on their target.”

Spy

Vanish:
Early level cloaking at its earliest level is not that impressive. Long re-use timer (currently one minute), and a 50% movement penalty. At the
highest level, the timer is way short (still messing with it, but single digit seconds) and there’s no movement penalty.

Cloaking follows a set of conditions determined by a trigger. If you enter combat cloaked, the target will need to be incapacitated (other
conditions not mentioned) before recloaking. If you enter combat uncloaked, you may use cloak as an escape mechanism.

Blindside:
Stuns target

Disguise:
With Disguise, the intent is that you do assume the identity/appearance of the target class, and you appear that way to everyone including your
own faction.

Medic

Heals start off as single target, and progress to group heals and the like, if more points are allocated.

Health link:
Regular heal

Life link:
Damage negating shield

Engineer

Turrets:
You must be engaged in combat with the target for the turret(s) to attack it.

Telepath

No specific info.

Salent
Construct

No specific info.

Rek

“Philosophically? Devastators are definitely front line guys. Commandos are more perimeter guys – guards. Reks almost function as a scout type,
people who might be very comfortable soloing. But as with all our classes, there is a wide range within those types. You could definitely make a
gungho Rek, or a rear echelon Devastator.”

Kiting with continuous snares/traps is not intended to be a viable strategy.

Wraith

Cloak:
Early level cloaking at its earliest level is not that impressive. Long re-use timer (currently one minute), and a 50% movement penalty. At the
highest level, the timer is way short (still messing with it, but single digit seconds) and there’s no movement penalty.

Cloaking follows a set of conditions determined by a trigger. If you enter combat cloaked, the target will need to be incapacitated (other
conditions not mentioned) before recloaking. If you enter combat uncloaked, you may use cloak as an escape mechanism.

Incapacitate:
Stuns target

Phase port:
Instantly move to ranged attacker targeting you.

Revenant

Heals start off as single target, and progress to group heals and the like, if more points are allocated.

“The Revenant is more of a HOT (heal over time, for the benefit of any newbies) class”

Health guard:
Health Guard at max can rez both you and one other.

Antelis
Zin

No specific info for these two.

Next off is stats. We have been told (via Friday chat) there will be 4 main ones, with health not being reliant on any of them (working as a seperate stat);

Strength
Dexterity
Intellect
Acuity

Secondary stats (such as to-hit bonus), will be derived from the primary stats, and directly available on gear.

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